Yeah, now I have a routine specifically for deleting blocks, so I can delete any blocks I want to at will, based on where they are in pixelspace. Now just to make a routine that instead activates a timer, and if it is equal to some value in frames, then it will delete the block there. It should not be hard at all at this point.

I finally got past my programmer's block regarding Stage 18: Collapse. It now functions properly. Glad that's over, the rest of the game should be a BREEZE to implement (if I can find a different trick for Stage 28. I am NOT dealing with that one! ).

Hooray! Which one was Stage 28, though?I can't play it to see right now.

Don't worry, you could barely see it anyways if you played it . Stage 28 is "Oh ho, so close", where the view is EXTREMELY zoomed in. Because I don't feel like making a new screen-drawing and screen-scrolling routine for one stage, I'm replacing that with something much simpler.

I'm curious about what you will come up with. I would be fine if it was just a different level map with fewer areas and more blocky, but still the same kind of layout.

In the original, it's the same stage layout, but the camera is mega-zoomed in. At this point, though, programming that stage will be like programming a new game entirely (as well, I'm running out of RAM I can use entirely safely), so at least for the eventual first release, forget about an actual true-to-original Stage 28 for now. I promise, though, I'll program it in sometime. Right now, I'm working on the polish and flair of everything but the gameplay. For example, I have some menus now, and I'm seeing what I can do for an ending sequence to stay true to the original.

I WILL upload what I have once I have computer access again, however. So far, it has every stage (expect 28, for reasons stated above), and game saving and loading works perfectly. In fact, I'd go as far as to say it looks presentable. But I'm biased

@Dudeman313: There's not enough room on the screen to display your name (as well as others) in the credits, but I promise, I'll credit you and everyone else for motivation in the README.

That's okay. For Stage 28, maybe you could borrow a stage from This is the Only Level Too or This is the Only Level 3?But don't if you plan on porting the sequels as well.

I want the stage layout to be the same in this game for all the stages. I will not borrow any stages from the sequels, but MAYBE a sequel could happen at some point. MAYBE. I don't wanna get your hopes up, but we'll see.

I can't wait for a download. Don't forget to put the new version/screenshots in the first post

This is definitively gonna make front page on the next releases recap news

I won't forget.

All I need now is some more optimization, then I think it'll be ready for a first official release. I'll put downloads to all shells (yes, even Axe Fusion ) and a signed application, as well as to the source files (finally, you can see the mess I have to go through every time I try modifying my program ), and I'll add a short README for good measure.

That's okay. For Stage 28, maybe you could borrow a stage from This is the Only Level Too or This is the Only Level 3?But don't if you plan on porting the sequels as well.

I want the stage layout to be the same in this game for all the stages. I will not borrow any stages from the sequels, but MAYBE a sequel could happen at some point. MAYBE. I don't wanna get your hopes up, but we'll see.

I can't wait for a download. Don't forget to put the new version/screenshots in the first post

This is definitively gonna make front page on the next releases recap news

I won't forget.

All I need now is some more optimization, then I think it'll be ready for a first official release. I'll put downloads to all shells (yes, even Axe Fusion ) and a signed application, as well as to the source files (finally, you can see the mess I have to go through every time I try modifying my program ), and I'll add a short README for good measure.